WCS & VNS Animation Gallery
Note, some of these animations are reduced in size, and highly compressed and are not representative of the maximum quality produced by 3D Nature's rendering tools.
World Construction Set and Visual Nature Studio can render at any resolution or frame rate, and include support for field rendering and motion blur.
This animation takes the viewer through a proposed wind farm design. This farm does not exist at this time.
Copyright Arcadis US. Used with permission.
3D Nature recently created a 3-minute animation on the subject of wildfire defensibility for the Institute for Business and Home Safety, an insurance industry consortium.
The project was primarily built from GIS data using 3D Nature's VNS, with the majority of the houses built using the Walls component. Four "hero" houses that would be focused on were modeled in detail from photos using Newtek's Lightwave 3D. The scene was then exported using Scene Express to LightWave3D, where the hero houses were added, and rendered. Smoke and fire effects were added in post using Particle Illusion 3.
Copyright 3D Nature and IBHS.
This reel was put together for the ASLA National Convention. It includes a variety of Landscape Architecture related images and animations. Materials were contributed by a large number of 3D Nature customers.
Copyright 3D Nature and various artists.
This collection of images and animations was put together for the Society of American Foresters event. Works were contributed by 3D Nature customers from around the world.
Copyright 3D Nature and various artists.
This animation was created to show the prediction of water level in Galveston, Texas, assuming a storm surge of up to 20 feet. Terrain data was 1/3 arc-second NED DEM. Imagery was 30-m Landsat, processed with PixelSense LS combined with 1-m Color Infrared DOQQ, processed with PixelSense CIR. The NED terrain surface is made from contour maps, and does NOT include building heights, so it is not indicitive of how much the buildings themselves would be submerged.
The compass rose in the upper right corner indicates north. The Water Level graph on the left indicates water level in feet, from 0 (normal sea level) to a maximum height of 20 ft of storm surge. Surge height greater than 20 ft was not simulated, because the maximum terrain height on the island is less than 20 ft.
Copyright 3D Nature.
This animation was created to show the progression of the water level in New Orleans. Terrain data was NED DEM (made from 5-m LIDAR data). Imagery was 30-m Landsat, processed with PixelSense. Timeline, water height and dike height info was gathered from various sources, including the Army Corps of Engineers.
Copyright 3D Nature.
An animation by Gary Huber showing a ride through the Bighorn National Forest near Sheridan, Wyoming, and the effects of beetle damage. The foreground has been lowered in detail to draw attention to the damaged and treated forests in the distance.
Copyright 3D Nature.
Gary Huber conjures up images of heading home to your place in the country, passing down a wooded lane on the way home from a Sunday picnic on a lazy afternoon.
Copyright 3D Nature.
A demonstration of the transparent water features.
Copyright 3D Nature.
A dreamlike, craggy, fictional mountain range in some polar region.
Copyright 3D Nature.
Large Map flyover modeled and animated by David Edwards.
Copyright David Edwards.
Marquette intersection proposal.
Copyright Mike Ostrom, CH2M Hill.
Building on world data included with WCS and VNS, a high resolution image map of the surface was draped over the terrain as a Color Map. Subtle easterly rotation was added to the planet and a Cloud texture map was animated in a westerly direction to mimic real cloud movement across the planet's surface. Constantly shifting Haze enhanced the realism and an animated Sky created the atmospheric halo along the horizon. Four separate render passes were required to simulate night shadow on the combined planet, clouds, haze, and sky. The sequences included a starfield, full planet mask, shadowed planet mask, and full color unshadowed planet. The sequences were composited for the final animation.
Copyright Scott Cherba.
This animation shows volumetric light through clouds. It is a 6-second animated "timelapse" with vegetation and animated clouds and camera. A volumetric atmosphere was used in conjunction with a hi-res shadow map to get the light beams to show. "3D" Clouds created from 19 stacked cloud models!
Copyright Adam Hauldren.
The Texture Engine was used to control the clumpiness of the vegetation in this meadow and the scum on the surface of the pond. A Foliage Effect was used to place the single tree stump near the camera during the opening of the animation.
This image was started during 3D Nature Academy as a test of the Render Engine's capabilities.
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